The purpose of this discussion is the theoretical designs we can think of to make Pirate nullsecurity (Stain, Curse, Venal, constellations in Delve, Fountain[?]) worthy of being pirate nullsec and not "nullsec-lite".
The following is my thoughts and ideas, using Stain and the Sansha as my primary example as they're the ones I am most familiar with. (lol) Keep that in mind, switch the pirate/empire entities as needed for the other pirate nullsecurity.
The problem> Pirate nullsec's only difference from true nullsec is the presence of NPC stations and the inability for alliances to claim sovereignty. There is no distinct difference or benefit otherwise.
SuggestionsThe regional environment>Strip out all pirate NPCs from the belts, complexes, etc in the pirate nullsec. Effectively, there would be no bounty'd Sansha's Nation in Stain for slaughtering. Replace the removed pirate NPCs with Empire NPCs of equal value and position. Stain's belts become infested with Amarr Empire, for example. Stain's NPC complexes become versus the Amarr and open up the Imperial loot table for complex runners. This solves the problem of ratting in your sovereign's region and only having the option of killing the people you claim loyalty to.
To facilitate extra incentive, attach a small +standing value to the Empire belt rats in the pirate nullsecurity. In Stain, this would allow someone who is deep negative to Sansha's Nation to slowly grind up +standings with them, but conversely start acquiring -standings to the Amarr Empire (possibly its allies?). Introduce a hard cap to these +standings, limiting standings gained by this method to -4.0. This allows someone who truly wishes to commit to train diplomacy 5, placing them above -2 and begin mission running for the pirate faction.
tl;dr - Turn all Sansha spawns in Stain into Amarr Empire, allowing loyalists to rat belts/complexes and recover -standing
to a degree.
Stations, Sentry Guns, Stargates and Pirate Status levels and You>Introduce -pirate status levels to the pirate nullsecurity. This value will explicitly influence how the pirate police, stations, sentry guns and stargates behave. Security status will be left alone, in order to keep the belt/complex spawn mechanics reasonably sane. Pirate status levels will range from the weakest/outpost, -0.1, to the strongest/fortress, -1.0, which is the pirate faction's capital system. (37S-KO in Sansha's Nation.)
Your standing with the pirate faction will come into effect at this point.
*If you are negative -4.5 or worse to the pirate faction:
- 1) Stations and stargates will "lower your priority" over others, increasing your effective timer from 30 seconds to (at least) 60 seconds. This will outlast your cloak/undocking immunity, posing serious risk to unwelcomed invaders who choose to operate in the stargates/stations.
- 2) Station sentry guns will automatically fire upon you if you are in -pirate status systems -0.3 or higher (towards -1.0). This will deter people from idly camping loyalists or loitering around the pirate's owned assets in valued areas. Although it is trivial to tank a simple pair of sentry guns in capital ships, the primary intent here is to keep speedy/small gangs from blockading a station without any kind of preparation. As there is no pirate sentry guns on stargates, through traffic is unaffected.
If you are -0.5 or better to the pirate faction:
- 1) Stations and stargates do not lower your priority, keeping them at the traditional 30 second timer.
- 2) Station guns will ignore you outside of their normal return-fire aggro if you shoot the station.
If you are +5 or better to the pirate faction:
- 1) Stations and stargates are not affected.
- 2) Sentry guns will automatically fire upon targets you engage, or engaged by, when near a station. The person you are attacking, or being attacked by, must not be at +5 or better. If they are, the station guns will remain inert and they will not assist you or your attacker.
The Pirate Police (Also known as the intergalactic troll brigade)The pirate police concept is intended to act as a further deterrent to deeply -standing capsuleers who muck about their space. Unlike CONCORD however, the pirate police vessels are not indestructible nor do they infinitely spawn. Lets walk down the list.
- In order to prevent abuse, as well as to facilitate their purpose as a deterrent/threat removal, the pirate police ships WILL NOT have bounties or the standard loot table in their wrecks. Salvaging their wrecks will only yield metal scraps.
- The pirate police will appear in every system from -0.3 to -1.0, however the severity and their precise trigger values will differ.
- The pirate police will have a maximum of three escalation levels, ranging from Recon(light), Taskforce(medium) and Threat Removal(extreme). E.g, the pirate police may choose to spawn multiple waves of recon-levels, or a single wave. It might even escalate immediately to a Taskforce if a sudden increase in applicably -standing capsuleers show up at once. etc
- The pirate police will have their faction's appropriate ewar and tackling with the exception of NO WARP DISRUPTION of any kind. It will solely be in the player's power to tackle and hold down someone, the pirate police will always allow travelers who may trigger their spawns to flee.
- Once a person's assigned pirate police force is destroyed, they will never spawn again within that system until the person leaves/reenters. If they jump out to another system and/or jump back in, they will receive a pirate police response as per normal. This will allow people who wish to camp a system the opportunity (provided they earn it), and discourage undocking/gate jumping games.
The first point I feel is clear in its meaning as a way of making these spawns as something you only want to seriously contend with when there is something of great importance to you to commit to. You do not want to farm them as you simply only risk destroying your ship every time. Thus, do you stay or do you go is the question.
The second point I also feel is clear in its meaning as a clear indication that the closer you get to their fortress (-1.0), the more extreme and edgy the pirate police will become. For instance, I would imagine a recon-level response in a -0.3 to be fairly trivial to deal with. A recon-level response in -1.0 would make a battleship pilot sweat bullets. They will only escalate from that point too.
For the third point, the intent is to make the pirate police capable of appropriately responding to the various levels of threats a capsuleer poses. For instance, an interceptor pilot may only spawn an interceptor recon-level response which it has the power to deal with. A carrier pilot might trigger a capital recon-level spawn which might eventually escalate into a Taskforce, and ultimately a capital-killing capable Threat Removal armada.
In the fourth point, I do not want to make pirate nullsecurity completely inaccessible to small craft people, but there should be a powerful deterring force to the unwanted regardless. Thus, you have the ability to flee at any time but you will have to deal with the pirate police response if you want to stay.
For the final point, to mark the biggest difference between the pirate police and CONCORD is that the pirate police will stop if the people they're after kill them completely. You have earned the right to muck about their space at that point, but they will be after you again if you trigger them in the next system or come back and retrigger them again, etc.
The Pirate Police and YouWhile it's clear the pirate police will act as a deterrent, could they be made to help loyalists? This section I'm more willing to disregard in general, but one I want to entertain nonetheless.
The basic requirements to having any ability to trigger a pirate police assistance force will be +2.0 faction (base, not effective. Thusly skills will not help you if you are below +2).
The order of unlocking responses would go as
- +2 = Recon-level
- +5 = Taskforce-level
- +9.5 = Threat Removal-level
This will give loyalists a 'home front advantage' in that they will receive NPC assistance when they are attacked/attacking. However, much like the sentry gun aggro mechanics, the pirate police will not assist loyalists who attack one another. Furthermore, the assisting pirate police will be 'weaker' than their counter-parts who pursue unwanted capsuleers. Their primary goal is to augment, not necessarily be overpowering in their own right.
A question that may immediately come to mind is "what about swarms of pirate assisting NPCs then?" to which I have thought of this. When a pirate response is on grid, no other pirate police responses will activate or 'reinforce' it except the pirate response's own decision if it wants to 'escalate' up a combat level. Rather than swarming the NPCs, the original pirate response will most likely have extra values assigned to its escalation triggers - thus turning a recon force that might not have gone to Taskforce level into doing so.
After the pirate response is completely destroyed (and its complete escalation is done or it chooses not to escalate) the grid they were on will be marked as 'do not respond' until all players have left (or X hours have passed). In this way, if people who jumped in that would've had triggered a pirate police response are on-grid when an assisting pirate police is there, they are not flagged as immune to the pirate police spawn. When they leave grid, they will have to contend with the normal pirate police spawn they would have acquired normally. Of course if they return to the grid, the pursuing pirate police response will disappear until they leave that grid once again. Not a perfect world, but it doesn't grant people an abuse-able immunity that I can foresee.
Thus, ideally, a single person's pirate police assisting force will be the only one on grid and be given values to escalate if the combat situation demands it. Multiple assisting forces should never show up, there should only ever be one force and its own escalation to be more dangerous.
This is my first published rough draft of the idea and input on it would be appreciated. The goal here is to turn pirate nullsecurity mechanics into something worth being called pirate nullsecurity. The profitability of pirate nullsec, the loyalty point store and all that is a separate issue I would like to address in another topic.
Let 'er rip `o`